2024

7 Game Rules

7.1 Personal Safety

G101 *Humans, stay off the
FIELD
until green.

A team member may only enter the

FIELD
if
FIELD
lighting (SUBWOOFER and
FIELD
facing side of the team signs and timers) is green, unless explicitly instructed by a
REFEREE
or an
FTA
.

Violation: Verbal warning, plus
YELLOW CARD
if subsequent violations during the event.

Violations of this rule apply to the entire team, not specifically to any 1 individual. For example, a member of Team 9999 enters the

FIELD
prior to lights going green after
MATCH
3, and a different member enters the
FIELD
prior to lights going green after
MATCH
25. The team receives a verbal warning for the first violation and a
YELLOW CARD
for the second.

G102 *Never step over the guardrail.

A team member may only enter or exit the

FIELD
through open gates.

Violation: Verbal warning, plus
YELLOW CARD
if subsequent violations during the event.

Teams are encouraged to ensure that all members of their

DRIVE TEAM
are aware of this rule. It’s easy to violate, particularly when teams are doing their best to move on and off the
FIELD
quickly. The violations of this rule are intended to avoid nuisance penalties, but still enforce safety requirements around the
FIELD
. There is the potential for injury when stepping over the guardrail.

Violations of this rule apply to the entire team, not specifically to any 1 individual. For example, a member of Team 9999 steps over the guardrail prior to

MATCH
3, and a different member steps over the guardrail prior to
MATCH
25. The team receives a verbal warning for the first violation and a
YELLOW CARD
for the second.

G103 *Be careful what you interact with.

A team member is prohibited from the following actions with regards to interaction with

ARENA
elements.

A. climbing on or inside,

B. hanging from,

C. manipulating such that it doesn’t return to its original shape without human intervention, and

D. damaging.

Violation: Verbal warning, plus
YELLOW CARD
if subsequent violations during the event.

G104 *Teams may not enable their
ROBOTS
on the
FIELD
.

Teams may not tether to the

ROBOT
while on the
FIELD
except in special circumstances (e.g. after Opening Ceremonies, before an immediate
MATCH
replay, etc.) and with the express permission from the
FTA
or a
REFEREE
.

Violation: Verbal warning, plus
YELLOW CARD
if subsequent violations during the event.

Teams are encouraged to consider this rule when developing their

ROBOTS
.

FMS
will not enable
ROBOTS
after the conclusion of the
MATCH
.

For the purposes of this rule, tethering includes any wired or wireless connection used to electrically energize and/or

control
elements on the
ROBOT
. The safety of teams and volunteers in close proximity to
ROBOTS
and
ARENA
elements on the
FIELD
is of the utmost importance, therefore
ROBOTS
or
ROBOT
COMPONENTS
may not be enabled in any way on the
FIELD
before or after the
MATCH
.

ROBOTS
need to be safely transported off the
FIELD
and back to the pits after the
MATCH
, and there may be bystanders, doorways, or height restrictions along the route.

7.2 Conduct

G201 *Be a good person.

All teams must be civil toward everyone and respectful of team and event equipment while at a FIRST Robotics Competition event.

Violation: Verbal warning, plus
YELLOW CARD
if subsequent violations during the event.

Examples of inappropriate behavior include, but are not limited to, the use of offensive language or other uncivil conduct.

Examples of particularly contemptible behavior that is likely to result in

ARENA
ejection include, but are not limited to, the following:

A. assault, e.g. throwing something that hits another person (even if unintended),

B. threat, e.g. saying something like “if you don’t reverse that call, I’ll make you regret it,”

C. harassment, e.g. badgering someone with no new information after a decision’s been made or a question’s been answered,

D. bullying, e.g. using body or verbal language to cause another person to feel inadequate,

E. insulting, e.g. telling someone they don’t deserve to be on a

DRIVE TEAM
,

F. swearing at another person (versus swearing under one’s breath or at oneself), and

G. yelling at another person(s) in anger or frustration.

G202 *Don’t bang on the glass.

A team member may never strike or hit the

DRIVER STATION
plastic windows.

Violation: Verbal warning, plus
YELLOW CARD
if subsequent violations during the event.

G203 *Asking other teams to throw a
MATCH
– not cool.

A team may not encourage an

ALLIANCE
of which it is not a member to play beneath its ability.

Note
: This rule is not intended to prevent an
ALLIANCE
from planning and/or executing its own strategy in a specific
MATCH
in which all the teams are members of the
ALLIANCE
.

Violation: Verbal warning, plus
YELLOW CARD
if subsequent violations during the event.

Example 1: A

MATCH
is being played by Teams A, B, and C, in which Team C is encouraged by Team D to not get
ONSTAGE
at the end of the
MATCH
, resulting in Teams A, B, and C not earning a Ranking Point. Team D’s motivation for this behavior is to prevent Team A from rising in the Tournament rankings and negatively affecting Team D’s ranking. Team D has violated this rule.

Example 2: A

MATCH
is being played by Teams A, B, and C, in which Team A is assigned to participate as a
SURROGATE
. Team D encourages Team A to not participate in the
MATCH
so that Team D gains ranking position over Teams B and C. Team D has violated this rule.

Example 3: Asking a team to “no show” for a

MATCH
.

FIRST considers the action of a team influencing another team to throw a

MATCH
, to deliberately miss Ranking Points, etc. incompatible with FIRST values and not a strategy any team should employ.

G204 *Letting someone coerce you into throwing a
MATCH
– also not cool.

A team, as the result of encouragement by a team not on their

ALLIANCE
, may not play beneath its ability.

Note
: This rule is not intended to prevent an
ALLIANCE
from planning and/or executing its own strategy in a specific
MATCH
in which all the
ALLIANCE
members are participants.

Violation: Verbal warning, plus
YELLOW CARD
if subsequent violations during the event.

Example 1: A

MATCH
is being played by Teams A, B, and C. Team D requests Team C ignore the
STAGE
at the end of the
MATCH
, resulting in Teams A, B, and C not being able to earn the
ENSEMBLE
. Team C accepts this request from Team D. Team D’s motivation for this behavior is to prevent Team A from rising in the Tournament rankings negatively affecting Team D’s ranking. Team C has violated this rule.

Example 2: A

MATCH
is being played by Teams A, B, and C, in which Team A is assigned to participate as a
SURROGATE
. Team A accepts Team D’s request to not participate in the
MATCH
so that Team D gains ranking position over Teams B and C. Team A has violated this rule.

FIRST considers the action of a team influencing another team to throw a

MATCH
, to deliberately miss Ranking Points, etc. incompatible with FIRST values and not a strategy any team should employ.

G205 *Throwing your own
MATCH
is bad.

A team may not intentionally lose a

MATCH
or sacrifice Ranking Points in an effort to lower their own ranking or manipulate the rankings of other teams.

Violation: Verbal warning, plus
YELLOW CARD
if subsequent violations during the event.

The intent of this rule is not to punish teams who are employing alternate strategies, but rather to ensure that it is clear that throwing

MATCHES
to negatively affect your own rankings, or to manipulate the rankings of other teams (i.e. throw a
MATCH
to lower a partner's ranking, and/or increase the ranking of another team not in the
MATCH
) is incompatible with FIRST values and not a strategy any team should employ.

G206 *Don't violate rules for
RPs
.

A team or

ALLIANCE
may not collude with their opponent to each purposefully violate a rule in an attempt to earn each
ALLIANCE
a Ranking Point.

Violation:
YELLOW CARD
and the
ALLIANCE
is ineligible for
MELODY
and
ENSEMBLE
RPs
.

For example, if Team A on the blue

ALLIANCE
agrees with Team F on the red
ALLIANCE
to enter the blue
STAGE ZONE
during the last 20 seconds of a Qualification
MATCH
and wait to be contacted by Team F, and then both
ROBOTS
drive to the red
STAGE ZONE
so that Team A can contact Team F in their
STAGE ZONE
leading in both
ALLIANCES
being awarded the
ENSEMBLE
RP
.

G207 *Don’t abuse
ARENA
access.

A team member (except

DRIVERS
,
HUMAN PLAYERS
, and
COACHES
) granted access to restricted areas in and around the
ARENA
(e.g. via
TECHNICIAN
button, event issued Media badges, etc.) may not assist or use signaling devices during the
MATCH
. Exceptions will be granted for inconsequential infractions and in cases concerning safety.

Violation:
YELLOW CARD
.

The

TECHNICIAN
’S role is to help the team prepare the
ROBOT
so it can perform at its full potential during a
MATCH
. The
TECHNICIAN
, except as described at the end of Section 6.2
DRIVE TEAM
, is not an additional
COACH
,
DRIVER
, or
HUMAN PLAYER
.

Team members in open-access spectator seating areas are not considered to be in a restricted area and are not prevented from assisting or using signaling devices. See E102 for related details.

G208 *Show up to your
MATCHES
.

If a

ROBOT
has passed initial, complete inspection, at least 1 member of its
DRIVE TEAM
must report to the
ARENA
and participate in each of their assigned Qualification and Playoff
MATCHES
.

Violation:
DISQUALIFIED
.

Figure 7‑1

MATCH
participation flowchart

The team should inform the Lead Queuer if the team’s

ROBOT
is not able to participate.

G209 *Enter only 1
ROBOT
.

Each registered FIRST Robotics Competition team may enter only 1

ROBOT
(or “
robot
,” a ROBOT-like assembly equipped with most of its drive base, i.e. its
MAJOR MECHANISM
that enables it to move around a
FIELD
) into a 2024 FIRST Robotics Competition Event.

Violation: Verbal warning.

“Entering” a

ROBOT
(or
robot
) into a FIRST Robotics Competition means bringing it to or using it at the event such that it’s an aid to your team (e.g. for spare parts, judging material, or for practice).

While “most of its drive base” is a subjective assessment, for the purposes of this rule, an assembly whose drive base is missing all wheels/treads, gearboxes, and belts/chains is not considered a “

ROBOT
.” If any of those
COMPONENTS
are incorporated, the assembly is now considered a “
ROBOT
.”

This rule does not prohibit teams from bringing in

ROBOTS
from other FIRST programs for the purposes of awards presentations or pit displays.

G210 *Keep it together.

A

ROBOT
may not intentionally detach or
leave
a part on the
FIELD
.

Violation:
RED CARD
.

G211 *Don’t expect to gain by doing others harm.

A strategy clearly aimed at forcing the opponent

ALLIANCE
to violate a rule is not in the spirit of FIRST Robotics Competition and not allowed. Rule violations forced in this manner will not result in an assignment of a penalty to the targeted
ALLIANCE
.

Violation:
FOUL
, plus
TECH FOUL
if
REPEATED
.

This rule does not apply for strategies consistent with standard gameplay, for example:

A. a red

ALLIANCE
ROBOT
in their
STAGE ZONE
in the final 20 seconds of the
MATCH
contacts a blue
ALLIANCE
ROBOT
.

B. a blue

ROBOT
attempts to cut between the red
AMP ZONE
and the red
STAGE
, and a nearby red
ROBOT
tries to impede it via a defensive bump and, as a result, the blue
ROBOT
crosses into the red
AMP ZONE
.

C. a blue

ROBOT
attempts to enter their
SOURCE ZONE
to retrieve a
NOTE
and pushes a red
ROBOT
just outside the blue
SOURCE ZONE
into it.

This rule requires an intentional act with limited or no opportunity for the team being acted on to avoid the penalty, such as:

D. forcing an opponent

ROBOT
to have greater than
MOMENTARY
CONTROL
of more than 1
NOTE
.

E. a blue

ALLIANCE
ROBOT
, already in
CONTROL
of a
NOTE
, pushing a red
ALLIANCE
ROBOT
from fully outside and far from (i.e. more than 4 ft. (~121 cm)) the blue
SOURCE ZONE
into the blue
SOURCE ZONE
and the
REFEREE
perceiving that the blue
ROBOT
is deliberately making the red
ROBOT
violate G423.

F. a blue

ALLIANCE
ROBOT
pushes a red
ALLIANCE
ROBOT
from the red
WING
into the blue
STAGE ZONE
. The
REFEREE
infers that the blue
ROBOT
’S strategy is to force the red
ALLIANCE
ROBOT
to violate G424 via contact with blue
ALLIANCE
ROBOTS
in their
STAGE ZONE
during the last 20 seconds of the
MATCH
. This is a violation of this rule, will not result in an assignment of the G424 penalty, and, because severity of the action and magnitude of the attempted outcome, is likely egregious as described in G212.

G212 *Egregious or exceptional violations.

Egregious behavior beyond what is listed in the rules or subsequent violations of any rule or procedure during the event is prohibited.

In addition to rule violations explicitly listed in this manual and witnessed by a

REFEREE
, the Head
REFEREE
may assign a YELLOW or
RED CARD
for egregious
ROBOT
actions or team member behavior at any time during the event.

Please see Section 6.6.1 YELLOW and

RED CARDS
for additional detail.

Violation: YELLOW or
RED CARD
.

The intent of this rule is to provide the Head

REFEREES
the flexibility necessary to keep the event running smoothly, as well as keep the safety of all the participants as the highest priority. There are certain behaviors that automatically result in a YELLOW or
RED CARD
because this behavior puts the FIRST community or integrity of the game at risk. Those behaviors include, but are not limited to the list below:

A. inappropriate behavior as outlined in the blue box of G201,

B. jumping over the guardrail,

C. pushing past the

FIELD
reset person blocking an open gate to get on the
FIELD
,

D. reaching into the

FIELD
and grabbing a
ROBOT
during a
MATCH
,

E. PINNING in excess of 15 seconds,

F. exploiting the 5-second window after a

MATCH
described in Section 6.5 Scoring to avoid rule violations (e.g. triggering an over-extension that enables
ONSTAGE
points or using a
ROBOT
’S residual energy to impact an opponent
ROBOT
on their
STAGE
),

G. triggering scoring sensors or otherwise interfering with

FMS
or
FIELD
operation,

H. feeding a

NOTE
to a
ROBOT
from behind the
AMP
, violating G429, to increase rate of scoring and accelerate progress toward the
MELODY
RP
, and

I. climbing on a

STAGE
.

The Head

REFEREE
may assign a YELLOW or
RED CARD
for a single instance of a rule violation such as the examples given in items above, or for multiple instances of any single rule violation. Teams should be aware that any rule in this manual could escalate to a YELLOW or
RED CARD
. The Head
REFEREE
has final authority on all rules and violations at an event.

7.3 Pre-MATCH

G301 *Be prompt.

A

DRIVE TEAM
member may not cause significant delays to the start of their
MATCH
. Causing a significant delay requires both of the following to be true:

A. The expected

MATCH
start time has passed, and

Event volunteers communicate schedule delays with teams to the best of their ability. The Pit Display (which is typically located near the Pit Administration desk) shows any event timing delay. Announcements on the

FIELD
and in the pits also provide information on delays, and any team uncertain of when to queue for a
MATCH
should communicate with queuing volunteers.

During Qualification

MATCHES
, the expected start time of the
MATCH
is the time indicated on the
MATCH
schedule or the cycle time for current round minus 3 minutes from the end of the previous
MATCH
(which is reflected on the schedule on the Pit Display), whichever is later.

During Playoff

MATCHES
, the expected start time of the
MATCH
is the time indicated on the
MATCH
schedule or 15 minutes from either
ALLIANCE
’S previous
MATCH
, whichever is later.

B. The

DRIVE TEAM
has access to the
FIELD
and is neither
MATCH
ready nor making a good faith effort, as perceived by the Head
REFEREE
, to quickly become
MATCH
ready.

Teams that have violated G208 or have 1

DRIVE TEAM
member present and have informed event staff that their
ROBOT
will not be participating in the
MATCH
are considered
MATCH
ready and not in violation of this rule.

Violation: If a Qualification
MATCH
, verbal warning, or if a subsequent violation within the tournament phase,
TECH FOUL
applied to their upcoming
MATCH
. If the
DRIVE TEAM
is not
MATCH
ready within 2 minutes of the verbal warning/
TECH FOUL
and the Head
REFEREE
perceives no good faith effort by the
DRIVE TEAM
to quickly become
MATCH
ready,
DISABLED
. If a Playoff
MATCH
, verbal warning issued the
ALLIANCE
, or if an
ALLIANCE
’S subsequent violation within the tournament phase,
TECH FOUL
applied to their upcoming
MATCH
. If the
ALLIANCE
is not
MATCH
ready within 2 minutes of the verbal warning having been issued to all 3 teams/
TECH FOUL
and the Head
REFEREE
perceives no good faith effort by the
DRIVE TEAM
to quickly become
MATCH
ready, their
ROBOT
is
DISABLED
.

The intent of this rule is to provide an equitable amount of time for both

ALLIANCES
to prepare for each
MATCH
and give
DRIVE TEAMS
grace given extenuating circumstances that cause them to be late.

Once a verbal warning/

TECH FOUL
is issued, the Head
REFEREE
starts a 2-minute timer and makes a good faith effort to share the timer’s status with the delaying
DRIVE TEAM
.

Being “

MATCH
ready” requires that the
ROBOT
is on the
FIELD
, in its
STARTING CONFIGURATION
, and turned on. Additionally, the
DRIVE TEAM
members must be in their starting positions.

In general, good faith efforts to quickly become

MATCH
ready are entirely for the purposes of transitioning the
ROBOT
into a
MATCH
ready state (i.e. not attempts to significantly alter a
ROBOT
’s capabilities.) Examples of good faith efforts to quickly become
MATCH
ready include but are not limited to:

A. walking safely towards the

FIELD
with a
ROBOT
that a team is not actively modifying,

B. applying quick fixes such as tape or cable ties to make the

ROBOT
compliant with
STARTING CONFIGURATION
requirements,

C. waiting for an

OPERATOR CONSOLE
computer to boot, and

D. working with

FIELD STAFF
to get the
ROBOT
connected to the
FIELD
.

Examples that are not considered good faith efforts to quickly become

MATCH
ready include but are not limited to:

E. a

ROBOT
not moving to the
FIELD
,

F. a

ROBOT
moving to the
FIELD
but being actively modified while doing so,

G. a

DRIVE TEAM
member remaining on the
FIELD
once a
MATCH
is ready to begin (indicated by the green LEDs having turned off),

H. installing

BUMPERS
, charging pneumatic systems, or any other
ROBOT
maintenance not considered a quick fix as described in item B above once on the
FIELD
,

I. time-consuming use of alignment devices that are external to the

ROBOT
(e.g. a
DRIVE TEAM
could bring and use a measuring tape, as long as there is no delay to the
MATCH
by doing so), and

J. repairs more substantial than those described in B.

There are no rules that prohibit use of hand tools (including battery operated tools) while setting up

ROBOTS
from the
FIELD
, provided they do not cause significant delay or cause safety concerns.

G302 *You can’t bring/use anything you want.

The only equipment that may be brought to the

ARENA
for a
MATCH
is listed below. Regardless of if equipment fits criteria below, it may not be employed in a way that breaks any other rules, introduces a safety hazard, blocks visibility for
FIELD STAFF
or audience members, or jams or interferes with the remote sensing capabilities of another team or the
FIELD
.

A. the

OPERATOR CONSOLE
,

B. non-powered signaling devices,

C. reasonable decorative items,

D. special clothing and/or equipment required due to a disability,

E. devices used solely for planning, tracking, and communicating strategy within the same designated area (e.g.

ALLIANCE AREA
),

F. devices used solely to record gameplay, and

G. non-powered Personal Protective Equipment (examples include, but aren’t limited to, gloves, eye protection, and hearing protection)

Items brought to the

ARENA
under allowances B-G must meet all following conditions:

I. do not connect or attach to the

OPERATOR CONSOLE
,
FIELD
, or
ARENA
,

II. do not connect or attach to another

ALLIANCE
member (other than items in category G),

III. do not communicate with anything or anyone outside of the

ARENA
,

IV. do not communicate with the

TECHNICIAN
,

V. do not include any form of enabled wireless electronic communication with the exception of medically required equipment, and

VI. do not in any way affect the outcome of a

MATCH
, other than by allowing the
DRIVE TEAM
to

a. plan or track strategy for the purposes of communication of that strategy to other

ALLIANCE
members or

b. use items allowed per B to communicate with the

ROBOT
.

Violation:
MATCH
will not start until the situation is remedied. If discovered or used inappropriately during a
MATCH
,
YELLOW CARD
.

Examples of equipment that may be considered a safety hazard in the confined space of the

ALLIANCE AREA
include, but are not limited to, a step stool or a large signaling device.

Examples of remote sensing capabilities include, but are not limited to, vision systems, acoustic range finders, sonars, and infrared proximity sensors.

Use of imagery that, to a reasonably astute observer, mimics the AprilTags employed on the

FIELD
is a violation of this rule.

Examples of wireless communication include, but are not limited to, radios, walkie-talkies, cell phones, Bluetooth communications, and Wi-Fi.

G303 *Start your
ROBOTS
.

A

ROBOT
must meet all following MATCH-start requirements:

A. it does not pose a hazard to humans,

FIELD
elements, or other
ROBOTS
,

B. has passed initial, complete inspection, i.e. it’s compliant with all

ROBOT
rules (for exceptions regarding Practice
MATCHES
, see Section 10.4 Practice
MATCHES
),

C. if modified after initial Inspection, it’s compliant with I104,

D. its

BUMPERS
are fully contained in their
ROBOT STARTING ZONE
,

E. it’s the only team-provided item left on the

FIELD
,

F. it’s not attached to, entangled with, or suspended from any

FIELD
element,

G. it’s confined to its

STARTING CONFIGURATION
(reference R102 and R104), and

H. it fully and solely supports not more than 1

NOTE
(as described in Section 6.3.4
GAME PIECES
).

If a

ROBOT
is
BYPASSED
prior to the start of the
MATCH
, the
DRIVE TEAM
may not remove the
ROBOT
from the
FIELD
without permission from the Head
REFEREE
or the
FTA
.

Please take

note
of this rule. It is important that teams ensure
ALLIANCE
partners have passed inspection. Allowing a partner that has not passed inspection to play puts the
ALLIANCE
at risk of
RED CARDS
. Teams should check with their
ALLIANCE
partners early and help them pass inspection before competing.

For assessment of many of the items listed above, the Head

REFEREE
is likely to consult with the
LRI
.

Violation: If fix is a quick remedy, the
MATCH
won’t start until all requirements are met. If it is not a quick remedy,
DISABLED
and, at the discretion of the Head
REFEREE
, must be re-inspected. If a
ROBOT
not compliant with part B participates, its
ALLIANCE
receives a
RED CARD
. If a
ROBOT
not compliant with part C participates, its team receives a
RED CARD
.

7.4 In-MATCH

Rules in this section pertain to game play once a

MATCH
begins.

7.4.1
AUTO

The

AUTO
period is the first 15 seconds of the
MATCH
, and the
FMS
blocks any
DRIVER
control
, so
ROBOTS
operate with only their pre-programmed instructions. Rules in this section apply only during the
AUTO
period.

G401 *Behind the lines.

In

AUTO
, a
DRIVE TEAM
member staged behind a
STARTING LINE
may not contact anything in front of that
STARTING LINE
, unless for personal or equipment safety, to press the E-Stop or A-Stop, or granted permission by a Head
REFEREE
or
FTA
.

Violation:
FOUL
regardless of the number of items contacted.

Pointing, gesturing, or otherwise extending across the

STARTING LINE
such that contact is not made with carpet or other
ARENA
elements is not a violation of this rule.

An example of an exception for equipment safety is if an

OPERATOR CONSOLE
starts to fall from, or has already fallen off of, the
DRIVER STATION
shelf. In that circumstance,
DRIVE TEAM
members may step forward to catch it or pick it up off the ground and return it to the shelf.

G402 *Let the
ROBOT
do its thing.

In

AUTO
, a
DRIVE TEAM
member may not directly or indirectly interact with a
ROBOT
or an
OPERATOR CONSOLE
unless for personal safety,
OPERATOR CONSOLE
safety, or pressing an E-Stop or A-Stop.

Violation:
FOUL
and
YELLOW CARD

G403 1
NOTE
at a time.

In

AUTO
, a
ROBOT
may not
CONTROL
more than 1
NOTE
at a time, either directly or transitively through other objects.

A

ROBOT
is in
CONTROL
of a
NOTE
if:

A. the

NOTE
is fully supported by or stuck in, on, or under the
ROBOT
or

B. it intentionally pushes a

NOTE
to a desired location or in a preferred direction (i.e. herding).

Examples of interaction with a

NOTE
that are not “
CONTROL
” include, but are not limited to:

A. “bulldozing” (inadvertent contact with a

NOTE
while in the path of the
ROBOT
moving about the
FIELD
)

B. “deflecting” (being hit by a

NOTE
that bounces into or off a
ROBOT
).

It is important to design your

ROBOT
so that it is impossible to inadvertently or unintentionally
CONTROL
more than the limit.

A

ROBOT
that pushes a
NOTE
from its staged location as described in Section 6.3.4
GAME PIECES
may be considered herding that
NOTE
per G403-B. A
ROBOT
that pushes a
NOTE
that is no longer in its staged location is likely considered having bulldozed the
NOTE
per part A of this Blue Box.

Violation:
TECH FOUL
per additional
NOTE
.

G404 Only close shots in
AUTO
.

In

AUTO
, a
ROBOT
whose
BUMPERS
are completely outside their
WING
may not cause a
NOTE
to travel into or through their
WING
such that the
NOTE
enters the
WING
while not in contact with that
ROBOT
.

Violation:
TECH FOUL
.
Figure 7‑2
NOTE
movement limitations in
AUTO

image

G405 Limited
AUTO
opponent interaction.

In

AUTO
, a
ROBOT
whose
BUMPERS
are completely across the
CENTER LINE
(i.e. to the opposite side of the
CENTER LINE
from its
ROBOT STARTING ZONE
) may contact neither an opponent
ROBOT
nor a
NOTE
staged in the opponent’s
WING
(regardless of who initiates the contact).

Violation:
TECH FOUL
.

7.4.2
GAME PIECES

G406 *
ROBOTS
: use
GAME PIECES
as directed.

A

ROBOT
may not deliberately use a
GAME PIECE
in an attempt to ease or amplify a challenge associated with a
FIELD
element.

Violation:
TECH FOUL
per
NOTE

Examples include, but are not limited to:

A. launching

NOTES
at
ROBOTS
,

B. using

GAME PIECES
to elevate
ROBOTS
in an attempt to get
ONSTAGE
, and

C. positioning

NOTES
to impede opponent access to their
AMP
.

G407 *Keep
NOTES
in bounds.

A

ROBOT
may not intentionally eject a
NOTE
from the
FIELD
(either directly or by bouncing off a
FIELD
element or other
ROBOT
) other than through a
SPEAKER
or
AMP
.

Violation:
TECH FOUL
per
NOTE

G408
ROBOTS
, no
HIGH NOTES
.

A

ROBOT
may not cause a
HIGH NOTE
to
leave
the
FIELD
(including through an
AMP
or
SPEAKER
), score on a
MICROPHONE
, or enter a
TRAP
.

Violation:
TECH FOUL
per
HIGH NOTE
. If a
ROBOT
scores a
HIGH NOTE
on a
MICROPHONE
, its
ALLIANCE
is ineligible for the
ENSEMBLE
RP
.

G409 1
NOTE
at a time.

In

TELEOP
, a
ROBOT
may neither

A.

leave
its
SOURCE ZONE
with
CONTROL
of more than 1
NOTE
nor

B. have greater-than-MOMENTARY

CONTROL
of more than 1
NOTE
, either directly or transitively through other objects, while outside their
SOURCE ZONE
.

Violation:
FOUL
per additional
NOTE
, plus
YELLOW CARD
if excessive.

Excessive violations of

CONTROL
limits include, but are not limited to, simultaneous
CONTROL
of 3 or more
NOTES
or frequent, greater-than-MOMENTARY
CONTROL
(i.e. more than twice in a
MATCH
) of 2 or more
NOTES
.

G410 Don’t abuse
GAME PIECES
.

Neither a

ROBOT
nor a
HUMAN PLAYER
may damage a
GAME PIECE
.

Violation: Verbal warning.
TECH FOUL
if
REPEATED
in any subsequent
MATCHES
during the event. If via a
ROBOT
and the Head
REFEREE
determines that further damage is likely to occur,
DISABLED
. Corrective action (such as eliminating sharp edges, removing the damaging
MECHANISM
, and/or re-inspection) may be required before the
ROBOT
may compete in subsequent
MATCHES
.

NOTES
are expected to undergo a reasonable amount of wear and tear as they are handled by
ROBOTS
, such as scratching or marking. Routinely gouging, tearing off pieces, or marking
NOTES
are violations of this rule.

7.4.3
ROBOT

G411 *
ROBOTS
must be safe.

A

ROBOT
may not pose an undue hazard to a human, an
ARENA
element, or another
ROBOT
in the following ways:

A. the

ROBOT
or anything it
CONTROLS
, e.g. a
NOTE
, contacts anything outside the
FIELD
except for either of the following:

a.

MOMENTARY
contact inside the
CHUTE
and

b. contact with a surface inside the

AMP
via a
NOTE

B. its

BUMPERS
fail such that a segment completely detaches,

C. a corner (as defined in R401) of its

FRAME PERIMETER
is exposed,

D. its team number or

ALLIANCE
color are indeterminate,

E. its

BUMPERS
leave
the
BUMPER ZONE
REPEATEDLY or for more than a
MOMENTARY
amount of time, or

F. its operation or design is dangerous or unsafe.

Violation:
DISABLED
.

Examples of dangerous operation or designs that likely pose undue hazards include, but are not limited to:

A. uncontrolled motion that cannot be stopped by the

DRIVE TEAM
,

B.

ROBOT
parts “flailing” outside of the
FIELD
,

C.

ROBOTS
dragging their battery, and

D.

ROBOTS
that consistently extend outside the
FIELD
.

Please be conscious of

REFEREES
and
FIELD STAFF
working around the
ARENA
who may be in close proximity to your
ROBOT
.

G412 *Keep your
BUMPERS
low.

BUMPERS
must be in the
BUMPER ZONE
(see R402).

Violation:
FOUL
.

G413 Expansion limits.

A

ROBOT
may not expand beyond either of the following limits:

A. its height, as measured when it’s resting normally on a flat floor, may not exceed 4 ft. (~122 cm) or

B. it may not extend more than 1 ft. (~30 cm) from its

FRAME PERIMETER
.

If the over-expansion is due to damage and not used for strategic benefit, as perceived by a

REFEREE
, it is an exception to this rule, and no penalty is imposed.

Violation:
FOUL
, or
TECH FOUL
if the over-expansion is used for strategic benefit, including if it impedes or enables a scoring action.

Height is intended to be measured as if the

ROBOT
is resting on a flat floor, not relative to the height of the
ROBOT
from the
FIELD
carpet. For example, a
ROBOT
that is attempting to get
ONSTAGE
may actually exceed the height limit when compared to the carpet of the
FIELD
.

Figure 7‑3

ROBOT
height elaboration

image

Examples of compliant and non-compliant extensions are shown in Figure 7‑4.

ROBOT
A violates this rule for having an extension that is too long, while
ROBOTS
B, C, and D do not violate this rule.

Figure 7‑4 Examples of compliance and non-compliance of this rule (examples A and B are side views, examples C and D are top views)

image

The intent of this rule is to prevent piling a punitive response to a

ROBOT
that’s already experienced hardship and not leveraging that hardship for gain. Examples for this rule include the following:

A. a physical device on a team’s

ROBOT
, whose purpose is to restrain their
TRAP
scoring arm from extending beyond the limit defined in B, breaks after a collision with another
ROBOT
. Provided the
ROBOT
does not use the now-too-long extension to score in the
AMP
, no violation is assigned.

B. a vertical structural member of a

ROBOT
breaks at the bottom and rotates out such that it breaches the limit imposed in part B. The
ROBOT
then
parks
such that its extension blocks opponent
ROBOTS
from reaching their
PODIUM
. A
TECH FOUL
is issued.

C. a latch restraining a shooter MECHANSIM from extending above the limit defined in A breaks, allowing the MECHANSIM to shift such that it’s above the plane of other

ROBOTS
. The
ROBOT
uses this new height to get above a defender and score
NOTES
in their
SPEAKER
. A
TECH FOUL
is issued.

G414 No full-court shots.

A

ROBOT
with any part of its
BUMPERS
in their opponent’s
WING
may not cause a
NOTE
to travel into or through their
WING
.

Violation:
FOUL
, plus
TECH FOUL
if
REPEATED
.
Figure 7‑5
NOTE
movement limitations in
TELEOP

image

G415 Watch your
ARENA
interaction.

With the exception of

GAME PIECES
, addressed by G410, a
ROBOT
may not damage an
ARENA
element. A
ROBOT
is prohibited from the following interactions with an
ARENA
element, except chain (see G416) and a
GAME PIECE
(see Section 7.4.2
GAME PIECES
).

A. grabbing,

B. grasping,

C. attaching to (including the use of a vacuum or hook fastener to anchor to the

FIELD
carpet),

D. becoming entangled with, and

E. suspending from.

Violation:
TECH FOUL
, plus
YELLOW CARD
if
REPEATED
, longer than
MOMENTARY
, or for any subsequent damage during the
MATCH
or event. If the Head
REFEREE
infers that damage is likely,
DISABLED
. Corrective action (such as eliminating sharp edges, removing the damaging
MECHANISM
, and/or re-inspection) may be required before the
ROBOT
will be allowed to compete in subsequent
MATCHES
.

G416 Don’t choke up on the chain.

A

ROBOT
may not reduce the working length of chain. Incidental actions such as minor twisting due to
ROBOT
imbalance or ROBOT-to-ROBOT interaction are not considered violations of this rule.

Violation: 2
TECH FOULS
and, at the discretion of the Head
REFEREE
, must be re-inspected.

The intent of this rule is to present the chain as a dynamic version of a rigid bar, and the rule is intended to limit

ROBOTS
to interaction with the chain as if it were a bar, i.e. engaging via 1 or more contact points and pushing down on the chain to raise the
ROBOT
.

Implementations that increase the length of chain between 2 outer

ROBOT
contact points are reducing the working length of the chain and prohibited. An example includes using opposing
MECHANISMS
to absorb chain slack, as illustrated in Figure 7‑6.

Figure 7‑6 Example of reducing the working length of chain

image

7.4.4 Opponent Interaction

Note
, G417, G418, and G419 are mutually exclusive. A single
ROBOT
to
ROBOT
interaction which violates more than 1 of these rules results in the most punitive penalty, and only the most punitive penalty, being assessed.

G417 *Stay out of other
ROBOTS
.

A

ROBOT
may not use a
COMPONENT
outside its
FRAME PERIMETER
(except its
BUMPERS
) to initiate contact with an opponent
ROBOT
inside the vertical projection of that opponent
ROBOT
’S
FRAME PERIMETER
.

Violation:
FOUL
.

For the purposes of this rule, “initiate contact” requires movement towards an opponent

ROBOT
.

In a collision, it’s possible for both

ROBOTS
to initiate contact.

G418 *This isn’t combat robotics.

A

ROBOT
may not damage or functionally impair an opponent
ROBOT
in either of the following ways:

A. deliberately, as perceived by a

REFEREE
.

B. regardless of intent, by initiating contact, either directly or transitively via a

GAME PIECE
CONTROLLED by the
ROBOT
, inside the vertical projection of an opponent
ROBOT
’S
FRAME PERIMETER
.

Damage or functional impairment because of contact with a tipped-over opponent

ROBOT
, which is not perceived by a
REFEREE
to be deliberate, is not a violation of this rule.

Violation:
TECH FOUL
and
YELLOW CARD
, or if opponent
ROBOT
is unable to drive, then
TECH FOUL
and
RED CARD
.

FIRST Robotics Competition can be a full-contact competition and may include rigorous game play. While this rule aims to limit severe damage to

ROBOTS
, teams should design their
ROBOTS
to be robust.

Examples of violations of this rule include, but are not limited to:

A. A

ROBOT
leaves
an arm extended, spins around to change course, and unintentionally hits and damages a
COMPONENT
inside the
FRAME PERIMETER
of a nearby opponent
ROBOT
.

B. A

ROBOT
, in the process of trying to quickly reverse direction, tips up on a single pair of wheels, lands atop an opponent
ROBOT
, and damages a
COMPONENT
inside that opponent’s
FRAME PERIMETER
.

C. A

ROBOT
high-speed rams and/or REPEATEDLY smashes an opponent
ROBOT
and causes damage. The
REFEREE
infers that the
ROBOT
was deliberately trying to damage the opponent’s
ROBOT
.

Examples of functionally impairing another

ROBOT
include, but are not limited to:

D. opening an opponent’s relief valve such that the opponent’s air pressure drops and

E. powering off an opponent’s

ROBOT
(this example also clearly results in a
RED CARD
because the
ROBOT
is no longer able to drive).

At the conclusion of the

MATCH
, the Head
REFEREE
may elect to visually inspect a
ROBOT
to confirm violations of this rule made during a
MATCH
and remove the violation if the damage cannot be verified.

For the purposes of this rule, “initiating contact” requires movement towards an opponent

ROBOT
.

In a collision, it’s possible for both

ROBOTS
to initiate contact.

"Unable to drive" means that because of the incident, the

DRIVER
can no longer drive to a desired location in a reasonable time (generally). For example, if a
ROBOT
can only move in circles, or can only move extremely slowly, the
ROBOT
is considered unable to drive.

G419 *Don’t tip or entangle.

A

ROBOT
may not deliberately, as perceived by a
REFEREE
, attach to, tip, or entangle with an opponent
ROBOT
.

Violation:
TECH FOUL
and
YELLOW CARD
, or if
CONTINUOUS
or opponent
ROBOT
is unable to drive, then
TECH FOUL
and
RED CARD
.

Examples of violations of this rule include, but are not limited to:

A. using a wedge-like

MECHANISM
to tip over opponent
ROBOTS
,

B. making BUMPER-to-BUMPER contact with an opponent

ROBOT
that is attempting to right itself after previously falling over and causing them to fall over again, and

C. causing an opponent

ROBOT
to tip over by contacting the
ROBOT
after it starts to tip if, in the judgement of the
REFEREE
, that contact could have been avoided.

Tipping as an unintended consequence of normal

ROBOT
to
ROBOT
interaction, including single
BUMPER
to
BUMPER
hits that result in a
ROBOT
tipping, as perceived by the
REFEREE
, is not a violation of this rule.

"Unable to drive" means that because of the incident, the

DRIVER
can no longer drive to a desired location in a reasonable time (generally). For example, if a
ROBOT
can only move in circles, or can only move extremely slowly, the
ROBOT
is considered unable to drive.

G420 *There’s a 5-count on
PINS
.

A

ROBOT
may not
PIN
an opponent’s
ROBOT
for more than 5 seconds. A
ROBOT
is PINNING if it is preventing the movement of an opponent
ROBOT
by contact, either direct or transitive (such as against a
FIELD
element). A
PIN
count ends once any of the following criteria below are met:

A. the

ROBOTS
have separated by at least 6 ft. (~183 cm) from each other for more than 5 seconds,

B. either

ROBOT
has moved 6 ft. from where the
PIN
initiated for more than 5 seconds, or

C. the PINNING

ROBOT
gets PINNED.

For criteria A, the

PIN
count pauses once
ROBOTS
are separated by 6 ft. until either the
PIN
ends or the PINNING
ROBOT
moves back within 6 ft., at which point the
PIN
count is resumed.

For criteria B, the

PIN
count pauses once either
ROBOT
has moved 6ft from where the
PIN
initiated until the
PIN
ends or until both
ROBOTS
move back within 6ft., at which point the
PIN
count is resumed.

Violation:
FOUL
, and for every 5 seconds in which the situation is not corrected, a
TECH FOUL
is assessed.

A team’s desired direction of travel is not a consideration when determining if a

ROBOT
is PINNED.

G421 *Don’t collude with your partners to shut down major parts of game play.

2 or more

ROBOTS
that appear to a
REFEREE
to be working together may not isolate or close off any major element of
MATCH
play.

Violation:
TECH FOUL
, and for every 5 seconds in which the situation is not corrected, a
TECH FOUL
is assessed.

Examples of violations of this rule include, but are not limited to:

A. shutting down access to all

NOTES
,

B. quarantining all opponents to a small area of the

FIELD
,

C. blocking all access to the opponent’s

SOURCE ZONE
, and

D. blocking all access to the opponent’s

AMP
.

A single

ROBOT
blocking access to a particular area of the
FIELD
is not a violation of this rule.

2

ROBOTS
independently playing defense on 2 opponent
ROBOTS
is not a violation of this rule.

G422
PODIUM
protection.

Prior to the last 20 seconds of a

MATCH
, a
ROBOT
may not contact (either directly or transitively through a
GAME PIECE
CONTROLLED by either
ROBOT
and regardless of who initiates contact) an opponent
ROBOT
whose
BUMPERS
are in contact with their
PODIUM
.

Violation:
TECH FOUL
.

G423
SOURCE
/
AMP ZONE
protection.

A

ROBOT
may not contact (either directly or transitively through a
GAME PIECE
CONTROLLED by either
ROBOT
and regardless of who initiates contact) an opponent
ROBOT
if any part of either
ROBOT
’S
BUMPERS
are in the opponent’s
SOURCE ZONE
or
AMP ZONE
.

Violation:
TECH FOUL
.

G424
STAGE
protection.

A

ROBOT
may not contact (either directly or transitively through a
GAME PIECE
CONTROLLED by either
ROBOT
and regardless of who initiates contact) an opponent
ROBOT
if either of the following criteria are met:

A. the opponent

ROBOT
has any part of its
BUMPERS
in its
STAGE ZONE
and it is not in contact with the carpet or

B. any part of either

ROBOT
’S
BUMPERS
are in the opponent’s
STAGE ZONE
during the last 20 seconds of the
MATCH
.

Violation: 2
TECH FOULS
plus the opponent
ALLIANCE
is awarded the
ENSEMBLE
RP
if a Qualification
MATCH
.

7.4.5 Human

G425 *No wandering.

A

DRIVE TEAM
member must remain in their designated area as follows:

  • A. a
    DRIVER
    may not contact anything outside the area in which they started the
    MATCH
    (i.e. the
    ALLIANCE AREA
    or
    SOURCE AREA
    ), B. a
    DRIVER
    must use the
    OPERATOR CONSOLE
    in the
    DRIVER STATION
    to which they are assigned, as indicated on the team sign,
  • C. a
    HUMAN PLAYER
    may not contact anything outside the area in which they started the
    MATCH
    (i.e. the
    ALLIANCE AREA
    or
    SOURCE AREA
    ),
  • D. a
    COACH
    may not contact anything outside the
    ALLIANCE AREA
    or in front of their
    COACH LINE
    , and
  • E. a
    TECHNICIAN
    may not contact anything outside their designated area.

Exceptions are granted for a

HUMAN PLAYER
partially outside the
ALLIANCE
or
SOURCE AREA
(but not in the opponent
ALLIANCE
or
SOURCE AREA
), in cases concerning safety, and for actions that are inadvertent,
MOMENTARY
, and inconsequential.

Violation:
FOUL

An intent of item B is to prevent unsafe situations where long tethers to

OPERATOR CONSOLE
devices increase tripping hazards as the operator moves about the
ALLIANCE AREA
. In the interest of avoiding nuisance penalties associated with a
DRIVE TEAM
member stepping outside of a prescribed area, we prefer to offer a general guideline as to what it means to use the
OPERATOR CONSOLE
in the
ALLIANCE AREA
. Provided the
DRIVE TEAM
member is within close proximity of their
DRIVER STATION
, there will be no repercussions. However, a
DRIVE TEAM
member located more than approximately half a
DRIVER STATION
width away from their own
DRIVER STATION
while using their
OPERATOR CONSOLE
is likely violating this rule.

G426 *
COACHES
and other teams: hands off the
controls
.

A

ROBOT
shall be operated only by the
DRIVERS
and/or
HUMAN PLAYERS
of that team. A
COACH
activating their E-Stop or A-Stop is the exception to this rule.

Violation:
TECH FOUL
, plus
RED CARD
if greater-than-MOMENTARY.

Exceptions may be made before a

MATCH
for major conflicts, e.g. religious holidays, major testing, transportations issues, etc.

G427 *
DRIVE TEAMS
, watch your reach.

A

DRIVE TEAM
member may not extend into the
CHUTE
.

Violation:
FOUL
.

G428 *Humans: use
GAME PIECES
as directed.

A

DRIVE TEAM
member may not deliberately use a
GAME PIECE
in an attempt to ease or amplify a challenge associated with a
FIELD
element.

Violation:
TECH FOUL
.

An example of a violation of this rule is if a

HUMAN PLAYER
uses a
HIGH NOTE
to disrupt an opponent
ROBOT
.

G429 *
NOTE
delivery.

A

NOTE
may only be introduced to the
FIELD
through the
SOURCE
.

Violation:
TECH FOUL
.

G430
HIGH NOTE
delivery.

A

HIGH NOTE
may only be entered on to the
FIELD
during the last 20 seconds of the
MATCH
by a
HUMAN PLAYER
in front of the
COACH LINE
.

Violation:
FOUL
.

7.5 Post-MATCH

G501 *
Leave
promptly.

A

DRIVE TEAM
member may not cause significant or multiple delays to the start of a subsequent
MATCH
, scheduled break content, or other
FIELD
activities.

Violation: Verbal warning plus
YELLOW CARD
if subsequent violations at any point during the event.

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